void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
    vec2 uv = fragCoord/iResolution.xy;
    float col = 0.5;
    fragColor = vec4(vec3(col), 1.);
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
    vec2 uv = (fragCoord*2.-iResolution.xy)/iResolution.xy;
    float col = step(floor(uv.x),uv.y);
    fragColor = vec4(vec3(col), 1.);
}

https://s3-us-west-2.amazonaws.com/secure.notion-static.com/f9cc6680-b10e-4834-9c62-b42df32b6fde/Untitled.png

mat2 rot(float a){float s=sin(a),c=cos(a);return mat2(c,-s,s,c);}

void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
    vec2 uv = (fragCoord*2.-iResolution.xy)/iResolution.y;
    uv*=rot(iTime);
    uv = abs(uv);
    float col = step(floor(-uv.x*6.)/6.,uv.y-0.5);
    fragColor = vec4(vec3(col), 1.);
}

https://s3-us-west-2.amazonaws.com/secure.notion-static.com/a800facf-4d2d-4413-adbf-6dac6917ac3a/Untitled.png

mat2 rot(float a){float s=sin(a),c=cos(a);return mat2(c,-s,s,c);}

void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
    vec2 uv = (fragCoord*2.-iResolution.xy)/iResolution.xy;
    //vec2 uv = (fragCoord)/iResolution.xy;
    uv = vec2(atan(uv.x,uv.y),length(uv));
    //uv-=iMouse.xy*.001;
    uv.y-=texture(iChannel0,vec2(uv.x, 0.75)).r;
    float col = step(-0.01,uv.y) - step(0.01,uv.y);
    fragColor = vec4(vec3(col),1.);
    //fragColor = vec4(vec3(texture(iChannel0,vec2(uv.x, 0.75)).r),1.);
}

https://s3-us-west-2.amazonaws.com/secure.notion-static.com/f3b92de9-c7d7-4b6d-930d-ce9b101f2347/Untitled.png

mat2 rot(float a){float s=sin(a),c=cos(a);return mat2(c,-s,s,c);}

void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
    //vec2 uv = (fragCoord*2.-iResolution.xy)/iResolution.xy;
    vec2 uv = (fragCoord)/iResolution.xy;
    fragColor = vec4(vec3(texture(iChannel0,vec2(uv.x, 0.25)).r),1.);
}

https://s3-us-west-2.amazonaws.com/secure.notion-static.com/9a5cfbb6-e9c4-4520-998f-9c7271ea6f46/Untitled.png

mat2 rot(float a){return mat2(cos(a),-sin(a),sin(a),cos(a));}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
    //vec2 uv = (fragCoord*2.-iResolution.xy)/iResolution.y;
    vec2 uv = (fragCoord)/iResolution.xy;
    float col;
    //float t;
    //
    //for(int c=0;c<3;c++){
	//    vec2 uv = (fragCoord*2.-iResolution.xy)/iResolution.y;
    //    for(int i=0;i<4;i++){
	//        t = 2.*texture(iChannel0,vec2(float(i)/4., 0.25)).r * 2.+float(c)/10.;
    //        uv=abs(uv);
    //        uv-=.2;
    //        uv=uv*rot(t/float(i+1));
    //        uv*=1.9;
    //    }
	//    //col[c]=fract(uv.x*.5);
    //    //col[c]=length(uv);
	//    col[c]=step(.5,fract(uv.x*.5));
    //}

    col = texture(iChannel0,vec2(uv.x, .25+.5*step(0.5,uv.y))).r;
    fragColor = vec4(vec3(col),1.0);
}

https://s3-us-west-2.amazonaws.com/secure.notion-static.com/ec45e12b-3c79-406f-a5e0-3e819126a6ef/Untitled.png

float rnd(float x){
	return fract(54321.987*sin(x*987.12345));
}

void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
    vec2 uv = (fragCoord*2.-iResolution.xy)/iResolution.y;
    float col = rnd(uv.x+uv.y*.11);
    fragColor = vec4(vec3(col),1.0);
}

https://s3-us-west-2.amazonaws.com/secure.notion-static.com/bb30eddd-e1eb-40fc-89e4-7e937c10dd06/Untitled.png

float rnd(float x){
	return fract(54321.9871*sin(x*987.123451));
}

void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
    vec2 uv = (fragCoord*2.-iResolution.xy)/iResolution.y;
    uv= floor(uv*6.)/6.;
    float t = iTime;
    t=floor(t*5.5);
    float col = rnd(uv.x+uv.y*.11 + t+10.) + ((uv.x));
    fragColor = vec4(vec3(col),1.0);
}